“In our leisure we reveal what kind of people we are.”
— Ovid
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| Members of the Chinese PLA Navy play Sebastian Bae’s Littoral Commander: Indo-Pacific wargame. |
“In our leisure we reveal what kind of people we are.”
— Ovid
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| Members of the Chinese PLA Navy play Sebastian Bae’s Littoral Commander: Indo-Pacific wargame. |
“The creation of something new is not accomplished by the intellect but by the play instinct acting from inner necessity. The creative mind plays with the objects it loves.”
— Carl Jung
The times constantly change, more so, it seems, in a volatile capitalist society with a general government administrative “policy” of instability, uncertainty, and chaos. We fear change. Even at the craft store. Over the years, and certainly more recently, I’ve noticed my usually reliable stable of craft stores gradually shift away from providing plentiful resources for various adventure gaming hobby endeavors. One expects prices to increase over time, though not quite the jump we’ve seen recently. But the stock seems to ebb and flow depending on fads in the crafting hobby, predicted on customers’ purchasing habits and what influencers deem is fashionable at the moment. Which inevitably means gamers are paying more and finding fewer game resources at craft stores. I suppose I will grudgingly get used to it, venting, as I sometimes do, here at Hobby Games Recce.“Fathers, both you and the English are white, we live in a Country between; therefore the Land belongs to neither one nor t’other.”
— Chief Tanaghrisson
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| French and Indian War provincial militia re-enactors march forth at Fort Frederick. |
“There are many truths of which the full meaning cannot be realized until personal experience has brought it home.”
— John Stuart Mill
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| The author peers out over the wall along Fredericksburg's Sunken Road. |
“Throw forward your cavalry, as soon as you approach your new position, to Culpeper Court-House, and carefully watch the whole country toward Richmond and Gordonsville.”
— Union Major General John Pope
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| Battle of Cedar Mountain, Aug. 9, 1862, engraving from a sketch by Alfred R. Waud. |
“The plump silhouettes of the American Dauntless dive-bombers quickly grew larger, and then a number of black objects suddenly floated eerily from their wings.”
— Captain Mitsuo Fuchida
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| SBD Dauntless squadron seeks the Japanese fleet. |
“The key to growth is the introduction of higher dimensions of consciousness into our awareness.”
— Lao Tzu
I admire discourse that challenges me to think more deeply about tabletop games, whether new perspectives or ones investigating (and sometimes affirming) concepts I advocate. I often wish the adventure gaming hobby had more such discussion geared toward the kind of hobbyists and informed generalists who wander the borderlands between more steadfastly ensconced professional and scholarly game circles. Secondary education offers some promising opportunities as young people, not yet established in our staunch intellectual silos, explore and develop their own ideas on gaming subjects. Dr. Jeremiah McCall, himself an innovator in the field of games for learning, recently mentored one of his students at the Cincinnati Country Day School through a senior independent study project examining how different media — literature, film, and video games — presents the same historical event in different ways...and to different ends. It encourages us to more closely analyze how we interact with the various media we consume and how the context of form shapes its messages.“Many intelligence reports in war are contradictory; even more are false, and most are uncertain.”
— Carl von Clausewitz
Games remain excellent learning tools to help train our minds to estimate the situation presented by the current game state and devise a course of action to pursue on our next turn. People use these skills of observation, collation, and evaluation all the time in various everyday situations. Some make a career out of it, like intelligence analysts, military commanders, and political decision makers. Others take a more carefully considered approach to make decisions in their everyday lives: how to find a job and whether to take one offered; how to use one’s finances to best improve one’s situation; how to proceed on an academic or career path; how to approach and resolve interpersonal conflicts. Games offer a “safe-to-fail” environment in which to practice our observational and decision-making skills, but the real world often remains unrelentingly merciless when we make mistakes. But too often the “fog of war” hinders our ability to clearly discern the reality of various situations. And while games can help hone our skills in evaluating factors in our decisions to move forward, the real world presents us with far too many uncertainties, biases, and even “bad players” intent on distorting and influencing our perception of the situation.
“Every new beginning comes from some other beginning's end.”
— Seneca
Everyone holds an opinion about roleplaying game adventure design, some quite vehemently, some quite inflexibly, some by ease of writing or preference for play outcomes at their own tables. Certain games encourage a particular format to which, understandably, writers try to adhere whether writing for the publisher or simply creating something familiar for fans. In the 50-year history of roleplaying games many adventure formats have emerged and evolved, sometimes tied to the ever-changing style of such games. Designing adventures can offer a somewhat displaced challenge; one essentially writes a kind of instruction manual for someone else to run themed action at the game table, a kind of toolkit to enabling a gamemaster to evoke a particular experience with players and their characters. Some prefer a step-by-step approach through encounters, others like a more free-form “sandbox” arrangement. Adventures require some degree of preparation from a gamemaster, even if it’s simply familiarizing themselves with a published game world...or jotting down notes of their own. I’ve done my share of designing and writing adventures, some for publication, others just for friends; lately I’ve been toying with different techniques, as I’ve mentioned before. Sometimes for games — as in other aspects of life — it helps to look at history, to see how others approached challenges, for insight on issues we face. I looked to roleplaying games’ pre-history, back in the days when wargaming slowly emerged from a Europe ravaged by Napoleon’s armies. And the idea of the scenario tied to a “General idea” seems core to designing an adventure serving as gamemaster resource for greater player agency.“Though she be but little, she is fierce.”
— William Shakespeare
A package recently arrived with a wonderful little game in a small tin: Battle Box: Napoleonic Wars from Feral Wizard in Manchester, UK. It’s the size of a mint tin (do they still put mints in those?), a compact 4 x 2.5 inches, easy enough to fit into a large pocket, a purse, go bag, or backpack. I’ve occasionally dabbled in Napoleonic gaming, though it’s by no means one of my core wargaming interests. But it promised a compact yet entertaining experience with a far smaller tabletop presence than many such games, either board wargames or miniature wargames. I was curious how the combination of wooden bits, map tiles, and rules for, essentially, a Portable Wargame-style game, would deliver. I was not disappointed. It offers a complete Napoleonic wargame in conveniently extreme miniature, with optional rules and solo play rules, that satisfied a number of my criteria for an enjoyable game.“There is nothing insignificant in the world. It all depends on the point of view.”
— Johann Wolfgang von Goethe
Every gamer has their favorite genre periods and game systems, whether for wargames (both miniature and board), roleplaying games, or board games. Some folks maintain avid interests in numerous favorites. In many cases — but perhaps mostly with wargamers — players enjoy multiple games on the same subject, each title emphasizing something different about the theme. This seems almost stereotypical of wargamers, who fixate on historical periods or even focus on single battles: Gettysburg, Rorke’s Drift, Cannae, D-Day, and, of course, Waterloo. People interested in specific episodes in history rarely settle on reading just one book about them; they read several, often expanding their curiosity further into the period, and sometimes even related subjects. No one book tells the definitive story; neither does one single game perfectly depict a historical event. Different books contain new research, approach from a new perspectives, or incorporate particular biases; multiple game rules simulate conflicts differently in how their systems account for or interpret historical factors. Just like reading several books with different perspectives can broaden our understanding of a historical period, so, too, can multiple games on a subject present different ways of modeling a conflict and hence give us varied experiences from which to learn, both about the history and about effective simulation techniques.“It’s not what you look at that matters, it’s what you see.”
— Henry David Thoreau
I’ve enjoyed many of John Curry’s volumes in his History of Wargames Project, from republication of early wargame rules and historical wargames used for training and analysis to treatises on matrix games and other serious wargaming. I recently acquired one that had previously eluded me, Joseph Morschauser’s How to Play War Games in Miniature: A Forgotten Wargaming Pioneer: Early Wargames Vol. 3. I was initially lured to it by the claim it included an introduction of a gridded play surface into miniature wargaming, but I pleasantly found it filled with intuitive, concise rules, options for basing, and overall solid advice for miniature wargaming newcomers just as relevant and inspiring as when it was first published more than 50 years ago. It was a refreshing affirmation of many miniature wargaming elements I’ve come to enjoy over the years: concise simplicity; based units; flexibility between open battlefield and gridded surface; flexibility between eliminating units or keeping a roster for a multiple hit system; and an overall informative and welcoming approach to hobby.
“Random chance plays a huge part in everybody’s life.”
— Gary Gygax
To use cards or not to use cards? That’s a question some designers might consider when developing mechanics for a particular game. Cards can deliver a similar infusion of effects we get from rolling dice on random tables. Differences exist in the two systems, but the result — generating a randomized element from a thematic list — remains the same. I’m debating whether to use cards or tables for a game I’m in the early stages of developing, a solitaire simulation focusing on supplying the Warsaw Uprising of 1944. As a player I love cards: the tactile nature, the space for illustrations, blurbs of lore, and stylized icons for values and functions. But at this early stage, and from a designer’s perspective, I’m leaning toward random tables as an expedient to focus more on concepts and system rather than give in to my urge to obsess over physical components.“There are risks and costs to action. But they are far less than the long range risks of comfortable inaction.”
— John F. Kennedy
My estimation of serious simulation “wargames” — like tabletop exercises (TTXs) and matrix games — has deteriorated in the past 18 months. Many seek to explore outcomes of various emerging issues with an eye toward affecting policy or future action. These rarely achieve any objective on their own beyond educated speculation how different elements affect the situation and where various actions lead, even with post-game discussion; their success and impact requires subsequent, meaningful action to put the conclusions to any effect in real-world policy. And I don’t see that happening against the overwhelmingly indifferent filter of societal and institutional bureaucracy. The past few years we’ve seen several political simulations, some more tabletop exercises than wargame-adjacent matrix games, intended to “game out” what might happen with various developments in American politics. Many came to presciently frightening conclusions. But this kind of simulation means nothing if participants don’t use what they learned to affect policy moving forward.“Reflect upon your present blessings of which every man has many — not on your past misfortunes, of which all men have some.”
— Charles Dickens
I’m not a fan of year-end summaries of top 10 this and top 10 that, the numerous people we admired who passed away, and a look back on a few positive highlights that never quite illuminate the darkness of what seems like a 10,000-day year of constant awfulness at various levels. I don’t care to innumerate my past achievements (usually because they don’t amount to much) or state my resolutions or other expectations for the coming year. But our society places meaning on year-end reflection on past and future, so I’ll indulge a little in looking back and forward on the few promising game-related bits that shone like bright pinpricks against the vast canvas of darkness.“A toy is seen both as a bauble and as an intellectual machine.”
— Brian Sutton-Smith
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| Ranks of paper minis march across the Great Bridge to disperse rebels. |
“I have but one lamp by which my feet are guided, and that is the lamp of experience.”
— Patrick Henry
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| Painting by Glenn Moore depicting the British attack on the American breastworks at the Battle of Great Bridge. |
“Human history becomes more and more a race between education and catastrophe.”
— H.G. Wells
One of the perks of my time working at West End Games was going along with the sales director to the GAMA trade shows to promote our game lines, notably the Star Wars Roleplaying Game. The trade show has changed a great deal over the years, but way back then exhibitors often chummed around with each other (also promoting their games) and traded product or gave away promotional items. Much of the “loot” I brought back I shared with colleagues (primarily dice), but a few I kept. On one trip to the GAMA trade show Osprey Publishing was celebrating its 25th anniversary; the promotional item staff gave out was a gorgeous, hardcover Osprey Illustrated Military Diary 1997. I never wrote in it. But it inspired me to explore historical periods and conflicts beyond what interested me at the time...and, as my wargaming hobby has expanded over the years, it’s tempted me with a historical game challenge: to run a game every week associated with a timely event.I have long admired the amazing graphic design behind the Osprey military history books. They often rely on primary photographs and original maps, but the highlight for me comes from the amazing original artwork depicting combatants, their equipment and uniforms, and the actions they fought. They’ve informed several of my historically based roleplaying game projects and have helped me research numerous elements for miniature wargames.
“For me, it is always important that I go through all the possible options for a decision.”
— Angela Merkel
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| My Battle of Great Bridge set-up on site. |
“Happiness is a choice that requires effort at times.”
— Aeschylus
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| German troops await a charge from U.S. Marines at Belleau Wood. |